Here are some notes about Jim Murphy’s tips on Run your own RPG simply:
- What game system am I going to use?
- relates to the game world, not necessarily the mechanics
- rules give you a basic framework and color
- you can also use books (Lord of the Rings, Star Wars, etc.)
- it should be simple and quick, people don’t have the patience to play the whole weekend
- don’t run the rules, let someone other be the rules keeper
- mechanics-wise: ideally everything should be in your mind, you only need a short primer
- you don’t need to know all the details, figure it out on the go, embellish, make it up
- let the players drive the campaign, you present the world
- present 3-5 encounters, set them up in order
- the rule system will run itself, the dice will determine the luck: that’s not your job
- your job is to present the story and wind it down
- if something’s going bad, it’s a chance to add new color
- listen to the players: if they want more details, give it to them; if they want less, give them less
- throw out something really cool/interesting at the beginning (e.g., a magic item)
- you don’t need to know at the beginning of the campaign how it will end
- the players always need to feel that they are the ones to make the game happen
- make the experience for the players memorable, exciting
- keep it simple: a map, a few encounters, a big baddy, a bag full of treasure, maybe a village